Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.10
Re: AV v1.10[message #352945 is a reply to message #352937]
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Wed, 04 April 2018 13:32
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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edmortimer wrote on Wed, 04 April 2018 01:58Quote:I basicall have an invisible enemy.
The enemy is hiding directly across the river from the dumpster, behind the rocks. With Sevenfm's executable I have found that the last enemy will sometimes hide. If there's a building in the sector the enemy will hide inside the building with line of sight to a closed door (so when you open it, ka-blooie). When there's no building the last enemy will sometimes find a good hiding place and wait for you to stumble by.
I checked BR, and no crash. That probably means one of two things - I forgot to include a file, or a file did not get overwritten when the update was installed. I just got home from work and it's midnight here, so I'll check in the morning to see if I missed a file.
I tried to reinstall everything to check out. Still crashes. I even tried in another JA2 version (I'm using Wildfire JA2 dlc, tried in JA2Gold, same result). IF anyone else can download and check Bobby Rays gun section of my save would be nice, maybe is a problem on my game, not the mod itself.
About the missing enemy... I'm really confused right now. I swear to you when I made this save Trevor was saying he sees the enemy around his location and he loses sights when moving away from there, the enemy even tries to shot him for several turns but I could only hear the shot and ricochet sounds, neither seeing the enemy or the bullet. When I reloaded the save I sent to you, Trevor was no longer seeing the enemy neither he was trying to shot Trevor and I did found him in the north side of the map pretty far away from Trevor original location. I think the bug was a faulty line of sight between Trevor and the enemy that fixed itself by restarting my game and/or reloading, but I never ever had this problem before neither in vanilla or modded JA2. I'm feeling bamboozled.
Also, another problem I forgot to report that is happening since before the update. When I try to buy something from Devin Connell the game freezes.
[Updated on: Wed, 04 April 2018 13:53]
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Re: AV v1.10[message #352950 is a reply to message #352949]
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Wed, 04 April 2018 20:33
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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edmortimer wrote on Wed, 04 April 2018 14:13OK, I found two errors. In Items.XML item 2207 (Colt King Cobra) the <ubClassIndex> tag should be 2207 (which probably is causing the crash even though it points to a similar gun), and the <ubGraphicNumber> tag should be 599 (which isn't causing the crash because it just points to the wrong graphic, but there is a graphic in that spot).
This kind of error happens when I copy a similar gun into the new slot to modify, and then get interrupted and my old brain forgets where I was.
See if changing these two tags fixes the problem. Thank you!
No luck. Still crashes. Maybe it's a problem in my game?
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Re: AV v1.10[message #352959 is a reply to message #352951]
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Thu, 05 April 2018 07:06
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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edmortimer wrote on Wed, 04 April 2018 14:35Quote:Also, another problem I forgot to report that is happening since before the update. When I try to buy something from Devin Connell the game freezes.
Unfortunately, Devin works for me. I notice you are using the food system, which I have never used - I wonder (wildly) if that can be causing problems with the merchants?
Worth the shot. Since I don't know if there is anyway to disable food system in a savegame, I decided to try some test new games (basically I enlist a bunch of elite mercenaries for one day and run to Drassen airport).
First I tried without the food system. I set the default options, even awesome Bobby Ray (more chance of a crashing gun loading). And I think I spotted our badboy or at least one of his companions.
I can enter Bobby Rays gun section now, but if I go to the Rifle section (not Assault or Sniper, just Rifle) the game crashes when I try to go from page 5 to 6. Everywhere else is normal, so I think the problematic gun is a Rifle.
I also tested the Used Items subsection for guns, and at page 48 this shows up: a faulty Rossi R92 .357. See the botton weapon in the pic:
From there if I try to go to page 49 the game will crash, but if I go back a page or change the Bobby Ray section instead of trying to go to the next page, the game wont crash; but if leave page 48 without crashing and try to go to page 48 again the game will crash. It wont load the faulty Rossi rifle twice, only once. Maybe it's the same weapon causing both crashes, but it's not the same behaviour as you can see: in Rifle section everything seens fine and the game crashes without showing me any awkward asset, but in the Used Guns section it does shows me a faulty asset and don't crash immediately, but will crash if I try to go to the next page or if it have to load the faulty Rossi rifle again. Maybe the Rossi rifle is bugged AND another gun also wich crash without showing anything, and this gun is in page 6 for Rifles and page 49 for Used Guns... or let's hope it's all Rossi's fault.
I think it also worth mention that this crash gives me a Windows error box ("Unhandled exception. Unable to recover.") but the ones I was having before that, the one we was talking about earlier, don't give me any error box, the screens just turn black. I tested both crashes and they consistently have this little different behaviour between them, not sure if relevant.
But it's not over yet. I decided to test again and this time I started a new game with food system on just to be sure, awesome Bobby Ray, and rushed Drassen. But this time I could not complete the battle. The game shows a message error and freezes during enemy turn. It happened before like I mentioned in another post, but this time I took the screenshot and the text error may give you some clue and maybe it's part of the same problem... maybe an enemy spawned with the faulty Rossi rifle and when he shows in my view the error happens. Error pic:
Toggle Spoiler
It says "Assertion Failure [Line 864 in file Item Types.cpp]. Attempting to do a debug save as SaveGame247.sav (this may fail)"
I'm also providing you the savegames. Maybe if you can load Rifles page 6 and Used Guns page 49 in SaveGame06 you can see wich weapons are there. I'm also sending SaveGame07 where the game crashes in AI turn.
https://ufile.io/5bi4s
Apart from that, some minor stuff I noticed after brownsing Bobby Ray:
- Beretta Silver Pigeon is for sale in Heavy Weapons page, but I think it's a shotgun. It also shows 0 ammo count in the right stats menu in Bobby Ray.
- Rifle Grenade Device (the stuff you attach to rifles to shot grenades) is for sale in Submachineguns page, but if it can't be on attachments pages I think it would be better in Heavy Weapons pages together with other grenade launchers.
[Updated on: Thu, 05 April 2018 08:43]
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Re: AV v1.10[message #352963 is a reply to message #352959]
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Thu, 05 April 2018 07:53
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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First, thank you for all your work on testing out this bug - it is invaluable.
This is an odd bug, indeed. I did a quick check of the Rossi .357 and everything looks OK - proper stat values, proper graphics, etc.. I will have to delve deeper into this in the morning. The weapon after the Rossi .357 is the Rossi .454 . . . and that also look good. The enemy doesn't get either Rossi, so that's not the problem with the runtime error during the battle. As always, nothing is easy.
The Silver Pigeon is indeed a shotgun, and it has been displayed in the heavy weapons section of BR ever since I put it in the game. I haven't been able to figure out why. I've spent countless hours on it to no avail. I even deleted it and re-did it in another slot, and still it shows up in Hvy Wpns.
As far as I know the only control I have over BR is whether or not BR sells the item new and/or used. I don't have any control over where BR puts the item except by defining it in Items.XML. Both the Silver Pigeon and Rifle Grenade Device are defined correctly, and work correctly in-game. In fact, the only modifications to the Rifle Grenade Device that I did was to give it a better graphic, lower its Coolness, and increase the number of new ones BR will have - I did not change it otherwise.
I'll check your saved games in the morning. Thank you again! We will get to the bottom of this!
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Re: AV v1.10[message #352964 is a reply to message #352963]
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Thu, 05 April 2018 09:29
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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Heh... it wouldn't be Jagged Alliance 2 if everything went has planed, both ingame and "incode", right?
I did some more quick tests before going to bed.
The Bobby Ray crashes only happens in update 3. If I revert back to raw 1.10, it don't crash at all. I also noticed that in the same save in 1.10 I have 60 pages of used guns, in update 3 I have 63, so maybe the problem is in one of the weaponds the updated added or made avaiable? Again, by "raw" 1.10 I just downloaded that version from the blog and didn't downloaded no update, so maybe the items was added in a previous update and what I just said has nothing to do with it.
The crash in battle still occurs in 1.10, but I don't consider it the main problem. When I have it before I managed to go around it by restarting the battle or reloading some turns earlier or stuff like that, can't remember exactly, and it didn't happened again... maybe it only happens in Drassen Airport, dunno, it is not gamebreaking neither totally locking features away and I managed myself around it so I don't care much.
Again I did the same tests to same results both in Wildfire JA2classic DLC and in a Jagged Alliance 2 Gold. Same results. (I was insecure about using Wildfire dlc, but it doesn't seen to be a problem)
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Re: AV v1.10[message #352976 is a reply to message #352975]
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Thu, 05 April 2018 23:26
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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Ah! I have good news! I think I found the problem and "solved" it!
Long story first: downloaded update 1, everything works fine, threw Items.xml from update3 into it. Still crashes, but while Rossi R92 .357 still have the graphic bug in Bobby Ray, I can go to page 49 and there is Rossi R92 .454 also with the graphic glitch. Both guns will crash if I click on them or try to go out of this page and go back. So I tought maybe they are the problem, reinstalled update3 and removed them from the Items.xml and everything works fine (except those two guns that are no longer in game, obviously). Since know I think I know wich guns have the problem, I decided to try to check out what is wrong with them, and after looking at their XML lines doing a smart face thinking "I don't know what I'm looking at neither what I expect me to do", I decided to check at least what I know about JA2 modding: the gun graphics. So I decided to check the BigItems and... jackpot! Both weapons are missing their BigItems files, gun591 and gun592 respectively. So I decided to try a placeholder, just copied gun590 two times and renamed it gun591 and gun592. Yay, everything works now! No crashes!... didn't checked the Medium and Small item pics tough.
EDIT#1: I noticed that adding placeholder gun591 and gun592 solved the crash but neither rifles was loading in game (I could no longer find them in Bobby Ray). I suppose this is because they lack Medium and Small items so the game don't load them. So I tried something a little different, in XML files I changed their graphic to gun169 (Rossi R92 .38). Now both of them load in game and no crash.
EDIT#2: Check for Medium (Interface) and Small (tileset) 591 and 592 items. They do exist. Don't know why they wasnt loading with placeholder item 590 renamed 591 and 592, so for placeholder I used gun169 (Rossi .38) and copied and renamed it gun591 and gun592. Now it works, the guns do load using gun169 copies as it placeholder. Shame on you, placeholder gun590!
Long story short: big items pic for gun591 and gun592 (Rossi R92 .357 and Rossi R92 .454) are missing and that causes the crash at Bobby Ray screen.
What still causes me problem is Devin Connell. The game still freezes when I try click to Buy when speaking with him. I will keep playing anyway, not a big deal, and I will check if after some days he still causas problems.
[Updated on: Fri, 06 April 2018 02:08]
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Re: AV v1.10[message #352980 is a reply to message #352976]
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Fri, 06 April 2018 02:43
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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Apart from all that, I don't know if you accept item suggestions but since you already are adding brazilian weapons anyway could I suggest one?
It would be the new brazilian rifle Imbel IA2 that already is replacing the brazilians FAL clones MD-2 and MD-3 (both exists ingame). Many years ago I added it myself in three configurations with convertion kits between them (7.62, 5.56 and 5.56 CQC) along with a bunch of other brazilians weapons, but this work is lost and I'm not sure how to do it all over again now that the XML Editor is not recommended, but seeing even a single version of the IA2 ingame again would be nice and I think it's a good suggestion anyway. It uses standard NATO magazine both in 5.56 and 7.62 too, wich make things easier.
Question: apart from the graphics is the Items.xml the only file I need to edit to add new weapons and items?
[Updated on: Fri, 06 April 2018 02:45]
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Re: AV v1.10[message #352984 is a reply to message #352982]
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Fri, 06 April 2018 10:39
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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edmortimer wrote on Fri, 06 April 2018 01:54Adding weapons you also need to mod Weapons.XML
Thank you for finding the problem with the new Rossi carbines! I would have sworn I checked the BigItem graphics because that was the first thing I thought of when I saw your screenshot! I guess I need a vacation! Here are the correct BigItem graphics for those 2 carbines.
As for Devin . . . Another player had the same problem, but when he reinstalled Update 3 the problem went away. Obviously that is not working for you, which makes things difficult. I did tweak his inventory in Update 3 (he had a SMG for sale which he shouldn't have had) - here's his previous inventory from v1.10 base.
I'll go over his inventory very closely in the morning to see what happened. Seems I had a bad month last month! I need more sleep
I am keeping the items to 1999 and before, so 21st century items can only be found in Orta and are one-off. So I can include the new Brazilian one there for you.
Man, you deserves a vacation after doing such awesome mod!!... kidding, lazyboy, BACK TO CODING!!! I hear you type but I don't hear you code!!
So the problem with Devin probably is fixed, I just need him to respawn in my save that I started without the update and Devin still is where I first found him without the update. Problem is I think the respawn only happens if he moves out of Drassen to somewhere else after some days, but I don't know where he will go and I'm liberating Alma now, not other city he can move to (he says he only go to the northen ones). In the save I started with update 3 installed to test Bobby Ray he is not in Drassen and I don't want to keep playing that one just to find him. It's no big deal, I rarely if at all purchase something from him, I will just keep playing and next time I find him I will check out. I do not want to dive into this right now if it is already fixed and he just need to respawn, and if it is working for you and other player I think it does not worths your attention too.
\/\/\/\/\/\/\/\/\/\/\/\/ DANGER, BIG USELESS TEXTS BELOW! NOTHING TO DO WITH BUG REPORT, READ AT YOUR OWN TIME WASTING WISHES \/\/\/\/\/\/\/\/\/\/\/\/
About the Imbel IA2, no prob! Last time I actually added a bunch of brazilians weapons mainly from the 70s and 80s, but most of them are very minor ones with very short production or just prototypes, so I don't think it worths your time. But if you want to take a look at some, I think the more interesting ones are the Lapa FA 03 Bullpup rifle and the ENARM Pentagun. Just in case you are interested in exotic/obscure weapons:
- The Lapa FA 03 was one of the very earliers bullpup designs in the world and at the time it was completed only the FAMAS and Steyr Aug was in active service. It was developed by Nelmo Suzano, a prolific weapon designer, but the Brazilian Army refused the gun because it felt more like a plastic toy than a firearms to them (it was the 70s and they was used to the FAL) to the point they even gave the FA 03 old crappy old surplus ammo during the tests. When Lapa tried to offer FA 03 in the international market it already was taken over by the Aug and there was no easy way a small company from a third world country could compete with that at this time, especially from a company that was small and obscure even at it home country, nothing like Rossi, Imbel or Taurus.
- The other one is the ENARM Pentagun revolver shotgun. It was a 12g shotgun with a revolver-like cylinder, pretty cool to look at, loosely based on the Lapa FA 03 and also developed by Nelmo Suzano, this time in another (small) company, ENARM. It was supposed to go tests by Brazilian Army, but again, the weapon was faced with skepticism by the conservative brazilian militaries at the time so it never went the tests and felt to obscurity.
In fact when I added this weapons it was a small tribute to Nelmo Suzano, who also developed hunting rifles, submachineguns, machinepistols and another bullpup rifle, but never was taken seriously by conservative Brazilian Armed Forces, to the point he was more praised offshore than in his own country. He also came in a pretty bad timing, during the 80s and later in the 90s, when brazilian economy was all the way down the hole, and most of the country military industry went to sh*t with the lack of new contracts from the Armed Forces and no political interest in them... pluuus one of the main international costumer starting a small war against Kuwait in 1990 and becoming enemy of the most powerful country in the world. No good for business that is.
I also already had started to work in the Lapa FA 03 graphics before I was told the XML Editor is no longer a good option. I may try to finish it off anyway since I already made the pics and know how to add them. I will see how things are made in Item.xml and Weapons.xml, clone a similar gun and edit it to be something new. If I succed, I may do a small "Nelmo Suzano pack" for my personal use and post here to anyone else willing to use it. Maybe you can add in one weapon or two from the pack or even ask me to do something for you if my work is solid (and probably isn't). Would be a pleasure to contribute with your project and Jagged Alliance 2 community in general.
EDIT: Actually just by speaking about it I get excited to add those weapons again. Tomorrow or next week I may try to finish the Lapa FA 03, and if I succeed, I think I will start a topic here in Arulco Vacation subforum presenting my small pack project for other people see what I'm planning to do.
[Updated on: Fri, 06 April 2018 11:13]
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Re: AV v1.10[message #352991 is a reply to message #352990]
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Fri, 06 April 2018 17:39
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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edmortimer wrote on Fri, 06 April 2018 11:29Quote:NO, WAIT, LEAVE IT!!! We can use this kind of ammo to shot down Arulco navy ships!!!
How did you know adding a boat was on my list?
Really, though, yes I can add those Nelmo Suzano guns you were talking about. After all, Ray in San Mona specializes in unique and collectable weapons. You also have to modify Magazines.XML if they are going to have different loadout than what is already in-game - and that can be a nightmare as you can't simply just add new items, you must keep them in sequence. That has kept me from adding several weapons I wanted to add until such time as I have the time to completely re-work Magazines.XML & AmmoStrings.XML and ALL their references to every firearm in Items.XML & Weapons.XML.
That's why I started to work on the Lapa FA 03, not the Pentagun. Lapa FA 03 uses NATO ammunition and STANAG magazines that already are ingame. Pentagun would need a new and exclusive quickloader for 12g. I will try to add Lapa FA 03 right now and see how much time it takes. Balancing it out will be another story, first I want to see how much work is to add it. The bottlenecks I usually have is transparency and palette. I like to edit images in Paint (like a pro) and frequently transparency goes to sh*t, and I have no clue how to make a palette for my pic so I just uses existing palettes from another weapon.
EDIT: And thaaaaats was easy. A new Lapa FA 03 already is in game, even bought it from Bobby Ray. Stil an M16A2 stats clone and the inventory pic could be a little better, but it really was super easy to clone a existing weapon and change it.
[Updated on: Fri, 06 April 2018 18:29]
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Re: AV v1.10[message #352993 is a reply to message #352991]
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Fri, 06 April 2018 18:39
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote:I have no clue how to make a palette for my pic so I just uses existing palettes from another weapon.
Making a BMP palette for STIs is not an easy task even for someone who is proficient in graphics work. I also use existing palettes. The transparency color is the first color in the STI palette (usually full black (0,0,0) or full blue (0,0,255). The first two colors in the STI palette usually are Black/Blue & full White (255,255,255), while the last two colors need to be full Green (0,255,0) and full Red (255,0,0). Each of those 4 colors are used for specific features of the STI and are not to be used within the graphic as part of the picture. I'm not a graphic artist, just mildly proficient enough to make my own graphics, so my explanation, while technically correct, is a bit lacking in detail.
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Re: AV v1.10[message #352994 is a reply to message #352993]
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Fri, 06 April 2018 20:19
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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I was having some problems making the interface pic looks good (the big one looks gorgeous tough), I was blaming editing the pic in Paint to later throw it in the sti-edit to use another palette. In my stupidty I forgot I actually could edit the pic in sti-edit just like Paint using colors directly from the palette.
Anyway, the gun is basically done. I tried to balance it out based on texts from the internet and comparing it ingame with Steyr Aug, Famas and the M16 but I could use someone else opinion. What is not done yet are the attachments. Even so I copied the gun directly from another working one in Items.xml and Weapons.xml and compared it to another weapons, it don't display ingame the attachments slots for scopes, sights, barrel point and triggers. I think it's because 1.13 solved the vanilla 4 attachments limit by editing something else. Any tips?
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Re: AV v1.10[message #352995 is a reply to message #352994]
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Fri, 06 April 2018 21:19
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Attachments, oh yeah . . . that also.
There are a two ways to do it. The old way (which I am transitioning away from but is still predominantly used in AV) is to add them in Attachments.XML. Each Attachment <uiIndex> number in Items.XML has the same number as an <attachmentIndex> value in Attachments.XML. For example, a Sniper Scope 10x is <uiIndex> 208 in Items.XML and is <attachmentIndex> 208 in Attachments.XML. In Attachments.XML every weapon that can use the Sniper Scope 10x has an entry listed by that weapon's <uiIndex> (in Items.XML) as a <itemIndex> number in the 208 section. So it looks like this:
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>19</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>334</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>335</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>618</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>620</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>625</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
. . . and so on . . .
You also will note there is an AP cost value that corresponds to the number of APs to attach or remove the attachment.
So basically, you add each attachment in the proper section for the gun you are making. What I do is take a similar gun's <uiIndex> and search for all it's entries, and at each attachment entry I will place the new weapon's attachment entry in the proper place within that section. While I do this I also make unique changes that have to be made for this new weapon - such as not put an attachment on that it can't use, and also put attachments on that it can use that the similar weapon can't. I hope that is clear.
The other way to use attachments is to define an <AttachmentPoint> for the attachment in Items.XML and an <AvailableAttachmentPoint> that corresponds in the new weapon entry in Items.XML. Like this:
<ITEM>
<uiIndex>241</uiIndex>
<szItemName>Laser Sight</szItemName>
<szLongItemName>Laser Sight</szLongItemName>
<szItemDesc>The Universal Daylight Laser projects a highly visible red spot at a rather significant range. In a stainless steel housing, it fits onto the trigger guard of most weapons. Best Laser Range = 10.</szItemDesc>
<szBRName>Laser Sight</szBRName>
<szBRDesc>You won't lose sight of your target when using one of these. The Universal Daylight Laser projects a highly visible red spot at a rather significant range. In a stainless steel housing, it fits onto the trigger guard of most weapons. Best Laser Range = 10.</szBRDesc>
<usItemClass>268435456</usItemClass>
<AttachmentClass>4</AttachmentClass>
<nasAttachmentClass>4</nasAttachmentClass>
<nasLayoutClass>1</nasLayoutClass>
<AttachmentPoint>4</AttachmentPoint>
and
<ITEM>
<uiIndex>762</uiIndex>
<szItemName>M16A1</szItemName>
<szLongItemName>Colt M16A1</szLongItemName>
<szItemDesc>The M16A1 is the finalized model of 1967. The M16A1 is no longer in service with the United States, but is still standard issue in many world armies. The A1 addressed issues raised during the the Vietnam War with the XM16E1. Malfunction issues declined, corrosion resistance improved, and other issues were corrected.</szItemDesc>
<szBRName>Colt M16A1</szBRName>
<szBRDesc>The M16A1 is the finalized model of 1967. The M16A1 is no longer in service with the United States, but is still standard issue in many world armies. The A1 addressed issues raised during the the Vietnam War with the XM16E1. Malfunction issues declined, corrosion resistance improved, and other issues were corrected.</szBRDesc>
<usItemClass>2</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<AvailableAttachmentPoint>4</AvailableAttachmentPoint>
...
While safe to use the AttachmentPoints I have already defined, it probably is not safe to use new AttachmentPoints because I am in the process of adding more AttachmentPoints and probably will not define them the same way as you do.
[Updated on: Fri, 06 April 2018 21:23] Report message to a moderator
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Re: AV v1.10[message #353060 is a reply to message #353056]
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Wed, 11 April 2018 11:32
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Gopan |
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Messages:378
Registered:June 2016 Location: Norway |
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Heyas
I did copy/paste the Anims.SLF and so far no problems. As for the IMPFaces, the Data AV folder has them from 185 through 254, exactly as you said. The rest of the Data folders (Vanilla,1.13.etc) contain lesser files of IMPFaces. And in every folder within the IMPFaces in AV Data, all of the numbers are present. I checked them one by one and nothing is missing. Same applies for the rest of the Data folders. For now i will avoid clicking the IMP photos in the hired mercs page. No need to cause CTD's. Since i made them myself i should know their traits, i can write down a few notes if there is no other way. Thank you for the eye openers and any further advice is always invaluable.
Update : While browsing at Bobby Ray's, under the Rifle tab, i kept on clicking the More button until i came to the 7th page with the Remington 700 rifles. The More button is still lighted, showing that that there are more pages but once i click it i get a CTD. Tried it 3 times in a row , to verify that it wasn't a random crash. Other categories such as Assault Rifle/ Sniper Rifle/Pistols, seem to work fine.
[Updated on: Wed, 11 April 2018 15:01]
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Master Sergeant
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